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[资源] 天际终极稳定整合版,我们的目标是—没有CTD!

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大湿 - 大湿

发表于 2014-8-14 13:51:43 | 显示全部楼层
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已经在原帖报告了5 [2 M$ Y. Z7 u0 y& T6 Q; U

: D0 l4 z' q. f* J" d又发现个新问题,按SHIFT走路,身子老往左歪。( o3 j( p( z4 A9 i& |& L$ Q
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大湿 - 大湿

发表于 2014-8-14 13:57:50 | 显示全部楼层
本帖最后由 evilkala 于 2014-8-14 14:00 编辑
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用惯了11头身,突然换成了9头身顿时觉得妹子都肥硕了不少的说。8 v( V" W9 X" B' A
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还有这个整合缺少很多小而精的玩意,比如头部追随,人物空闲自动姿态,表情MOD,室内去除阴影MOD,然后就是大小姐居然没美化,这个绝壁不能忍。
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Lv.3 - 老鸟

发表于 2014-8-16 15:28:32 | 显示全部楼层
游戏下载好了按照楼主的方法安装,但是游戏检测不到我的独立显卡,后来我去3DM下载了独显补丁,还是街测不到!!!!!求救啊  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:41:17 | 显示全部楼层
点击网页中的 Recogised Plugins 标签,确认全部插件右边都有 Active 字样& }/ y  ?4 \& q5 I5 n

# ^9 N7 B! r8 T- `" {- A, X! O, k- ^" ?我打开网页只有2个选项是有绿色 Active 字样的怎么办啊 !!!!!!!!!!!!!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:56:36 | 显示全部楼层
按照你说的折腾了整整一天还是玩不起来!我现在快要崩溃了 ,就差把电脑砸掉了!!!
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Lv.3 - 老鸟

发表于 2014-8-16 15:57:05 | 显示全部楼层
谁TM来救救我啊!!天啊!!!!!!!!!!
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大湿 - 大湿

 楼主| 发表于 2014-8-16 16:47:08 | 显示全部楼层
ff2x 发表于 2014-8-16 15:57
$ {5 b: \- V; F; x! h谁TM来救救我啊!!天啊!!!!!!!!!!

1 E6 v. O5 G' H8 y- [. G. Qbbs.3dmgame.com/thread-4199486-1-1.html原帖地址。' E' {9 ?+ T, Y. m  P( A
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头像被屏蔽
发表于 2014-8-21 12:06:54 | 显示全部楼层
提示: 作者被禁止或删除 内容自动屏蔽
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大湿 - 大湿

发表于 2014-8-22 07:52:28 | 显示全部楼层
ff2x 发表于 2014-8-16 15:57
9 R  S3 i( ?5 x' P谁TM来救救我啊!!天啊!!!!!!!!!!
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1.运行游戏自带的launcher.exe文件,在MOD管理里把所有选项勾选上。4 K2 R" _8 R8 A! G* _/ L

1 o' w+ x# g9 E* d2.下载NMM等MOD管理软件,用NMM激活所有esp erm选项。( r$ N7 [3 V: b0 r; |- s
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Lv.3 - 老鸟

发表于 2014-8-23 00:47:10 | 显示全部楼层
悠然的观星者 发表于 2014-8-9 19:57 ) \* y; h4 U- p/ |( M1 V
真心很想下啊,不过又担心显卡太烂玩不了,LZ能说一下这个的最低配置要求是什么吗? ...
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我来给个直观的说法吧,e3芯片8核,gtx6501g显存,4G内存,效果开中,平均2-4小时弹出,或是当机,另外打了城里人多MOD的话,相当卡,比如河木镇,白天人多的话,转身都比较卡。. p+ p8 b1 M* A' }
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大湿 - 大湿

发表于 2014-8-23 15:54:20 | 显示全部楼层
看看自己电脑的配置,只能无语啊
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老湿 - 老湿

发表于 2014-8-24 16:18:36 | 显示全部楼层
谢谢分享了LZ!
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大湿 - 大湿

发表于 2014-8-26 01:48:19 | 显示全部楼层
我来给个说法,原帖的MOD全开外加ENB特效全开,不是14年高配机器根本跑不动。8 V% r  l* {- |6 M8 I2 j* I1 J% ~% g
一些MOD有问题,比如那个真实的旅馆系统,BOSS检测一直都是严重警告,我用TES5 EDIT清理了几次还是无果。而且这个整合很多东西都是画面提升不高,却浪费资源严重的玩意。比如那个天籁之声4,要这东西干嘛?进墓穴还放着悠扬的音乐,一点探险的氛围都没有。危险的战斗放着蛋疼的轻快音乐,让我想掐死原整合的人。
9 Q2 E6 r' N3 k8 a% D* b我拿4年前的本本测试了下,删除ENB关闭一些特别吃资源的MOD,GT620M还是能松松跑到40-50帧的。
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叫兽 - 叫兽

发表于 2014-9-29 23:24:27 | 显示全部楼层
进入游戏直接卡死,比跳出还惨,切不出关不掉只能重启
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大湿 - 大湿

发表于 2014-10-1 00:07:40 | 显示全部楼层
     我现在用的这个版本玩了快一个月了,前前后后自己修改了不少东西。SkyrimPrefs.ini ENB.INI文件也别全照着1楼的弄,需要根据自己具体配置修改选项。" |  D( S8 b% s' m

8 ]$ e: q' h1 H& h' U我来列下我修改过的
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4 P2 \- J  B( y+ \先是SKYRIMPRREFS.INI(文件在C:\Users\dell\Documents\My Games\Skyrim下)
+ d3 C1 ~4 A9 a% M7 i[General]
% c/ o$ k, P: p: H: m( g7 v6 NfBrightLightColorB=1.0000
  p0 G' D. h2 @5 V( W/ b$ |fBrightLightColorG=1.0000! _) V- x9 ^, C! s  K
fBrightLightColorR=1.0000) A2 s7 l: |/ J. I
iStoryManagerLoggingEvent=-14 K& b# ^) F: O1 S0 s/ {. A
bEnableStoryManagerLogging=0
$ F' ~3 @. F: m[Imagespace]2 B2 l! W/ H. }; v3 h, V8 i* o6 a$ g
bDoDepthOfField=1( @  q! Q0 F. N, z7 p$ h
iRadialBlurLevel=1
2 q9 v* y7 y$ E6 y' P* T9 I[Display]+ }0 ^. _' Z: ]
iBlurDeferredShadowMask=3
9 Q! u- [/ \" f; v' ~fInteriorShadowDistance=3000.0000
" S! f, B$ h0 {5 J& C  M' LfShadowDistance=4000.00002 g' d/ d0 D* [* F' I2 }
iShadowMapResoluti**econdary=10243 i( c. d1 k+ t/ {* L- x
iShadowMapResolutionPrimary=2048
# g0 C) v4 y$ t0 {( `iShadowSplitCount=2" N1 ?- {3 E# H! a
iMaxAnisotropy=8   异相性过滤 低0-4 中8 高16* J  i' `# x/ o, E
fLeafAnimDampenDistEnd=4600.0000
% _0 G" p7 x* v9 I3 DfLeafAnimDampenDistStart=3600.0000+ c1 U! h4 @1 u2 C5 l& \
fTreesMidLODSwitchDist=5000.0000
$ d: m1 v3 a% u( U; TfGamma=1.00009 G3 m: b1 j. h( M
fDecalLOD2=1500.00004 F0 e( [# T3 T
fDecalLOD1=1000.0000' L* d* ?: {3 J6 k( X# B1 G
fSpecularLODStartFade=740.00007 r! q6 D! U# Q7 h8 k
fShadowLODStartFade=200.00002 }! V# i/ n5 C/ P+ P* ]! k
fLightLODStartFade=1190.0000- o6 E; T( S: N+ F; d
iTexMipMapMinimum=0
9 f7 H5 O6 m7 {# u# }iTexMipMapSkip=0! x1 `, j6 G+ P. R$ w
iWaterMultiSamples=06 Z) M" k1 l( A* U/ }' ?
iMultiSample=0 全屏抗锯齿 自己看自己显卡决定 中 8 高16 低 0-4! @4 j3 T# [6 N0 o8 f  K4 J
iShadowMode=3 : w% F! Q* K3 Q! L
bTreesReceiveShadows=0
& `8 v% r& D+ TbDrawLandShadows=0+ F% t# w( R" N- R+ y
bFull Screen=1
- B1 ?: r: x6 y% f% n1 C6 D  ^iSize H=768
0 ?7 L4 B' j8 e0 h- _iSize W=1360  游戏分辨率
. o; j8 b7 m* l& W' MfMeshLODFadePercentDefault=1.2000
) L6 J1 c$ E& J2 yfMeshLODFadeBoundDefault=256.00003 ^/ M* ~& N+ ]" y) P" E
fMeshLODLevel2FadeTreeDistance=2048.0000# z/ Z; o" u. ~" ]. s
fMeshLODLevel1FadeTreeDistance=2844.0000; t" |) i( J6 c( g* m2 }* [
fMeshLODLevel2FadeDist=10000000.00009 L/ s7 X9 e3 @5 Z4 T5 \; ]
fMeshLODLevel1FadeDist=10000000.0000
! V: K/ _/ }0 f" Z* M4 ?( ?  u$ DiScreenShotIndex=15+ h6 e  o) d- ^( `$ Q2 U% x! N* o
bShadowMaskZPrepass=0
$ m# F4 u$ H/ ~bMainZPrepass=05 l$ [/ P. c4 n/ `
iMaxSkinDecalsPerFrame=10
& b2 @! I. e& V% C' f7 d! S' `iMaxDecalsPerFrame=30* z- |' U  k4 o  _3 _/ C
bFloatPointRenderTarget=0% i+ }( z) M2 S6 ]% B7 A
sD3DDevice="NVIDIA GeForce GT540M"  显卡型号 自己看着改
1 Q! p( Z. R0 p( obFXAAEnabled=1 快速抗锯齿 0 或者 1 机器不好的可以开这个,把全屏抗锯齿设为0
5 L1 `( F1 O7 ^: q. s6 ~+ wiShadowMapResolution=2048
3 o2 E. p+ I$ |: T. j: U6 rfShadowBiasScale=0.25007 f9 e5 N' b( V, o
iShadowMaskQuarter=4
6 d# ?# v% r2 H" l+ NiAdapter=0
; f) }, \7 ?7 R9 u5 V7 m% `iPresentInterval=0
! ]2 L1 D$ F) D# b% F) piShadowFilter=38 _5 U# D. {0 [0 y) Y4 M/ J; f
bTransparencyMultisampling=01 g8 G, B" U/ N$ P( W
bDrawShadows=1
' M/ q; y5 H, `7 `: p. G+ Y: sbShadowsOnGrass=1- [0 ^7 P& F0 `, i0 {! F" w8 m
bDeferredShadows=1; t! W) N* j7 ^; b% w
[Grass]
, |: J* y! l* z# v. yb30GrassVS=1
1 @' B6 d, Y% F0 BfGrassStartFadeDistance=3290.0000# d% w2 s7 `% r2 ~) {" \* k
fGrassMaxStartFadeDistance=7000.0000
% j4 d/ t3 b8 `0 N4 ?% ~% \fGrassMinStartFadeDistance=0.0000
9 x0 b- g4 n0 H5 Z[MAIN]9 [% k' D* \& ^/ c' a
bGamepadEnable=0
7 f2 ~8 g* R  r6 TbCrosshairEnabled=1$ ^( |& q6 k1 d$ z
fHUDOpacity=1.00006 V- K& n( i9 ?
bSaveOnPause=1% n& F8 `+ x; N% F5 y6 d8 J
bSaveOnTravel=1
' R; d3 G! D$ d" s8 ]) _bSaveOnWait=1
( C, p6 g! l; U  xbSaveOnRest=1
- v, u4 k3 i) n: v1 w# WfSkyCellRefFadeDistance=150000.0000
1 M, m. ^9 r2 ~: ]7 @4 q' }& w' f[GamePlay]2 r2 v% t- V$ X7 i3 C$ D+ o
bShowFloatingQuestMarkers=1& H' z0 F; N$ ]# z. u+ k: h/ \
bShowQuestMarkers=12 A2 _; c4 M; F2 i) T! W
iDifficulty=5
& D5 u6 v, @* v) l' v! s[Inte**ce]! f: Q; B* C% p# q7 v# E
bDialogueSubtitles=1+ T8 \* D5 X3 {6 V
bGeneralSubtitles=1/ P2 l, z" M7 h4 f* g2 q- V: Z% O- K
fMouseCursorSpeed=1.0000+ M. d6 S. V/ {. M
bShowCompass=1. }  C4 b* H  i$ z0 n( G% R
[Controls]6 X, ^. u! }4 T2 h
fGamepadHeadingSensitivity=1.0000: {6 h$ y1 f/ L4 i& S
fMouseHeadingSensitivity=0.01609 m8 o4 x8 e; m9 V$ {! r' _+ ?
bAlwaysRunByDefault=1
% \6 R! X% Y5 N5 i. G# HbInvertYValues=0
' H- B% @' O% V9 HbGamePadRumble=1
' n5 d5 W+ D! V/ P8 HbMouseAcceleration=0
/ s% j+ Z3 I+ ~+ Q6 @" u# Q  ?bUseKinect=0' a- U2 U. M$ w
[Particles]
) v9 \+ S3 v# n& B5 ziMaxDesired=750: N# e3 m: J* s5 |5 L
[SaveGame]! ~' d" _6 P! J- O/ K( i* M8 s/ M
fAutosaveEveryXMins=15.0000
& I! D' Y' j: ?! a[AudioMenu]
; y2 ]" b4 V; Y! MfAudioMasterVolume=1.0000. G+ Y: S# e4 B% l* `1 Z
fVal7=1.0000  a# J' i' S) j" R2 R' C
uID7=0
% l$ ~7 |! x! h$ c& d- j: ?9 OfVal6=1.00001 \% l8 M# c) ~* G# x# ~" Y: }
uID6=0  B) Z+ ^6 S) t' x/ `
fVal5=1.0000
" C2 T# F' D4 K+ x9 {" VuID5=0# U. @: V5 d' P* F& Z0 ?: J# ^9 O
fVal4=1.0000
! \, e7 J3 x+ H& l  Z: u: _uID4=0
, G" d9 U  P4 k6 W6 g7 I3 H$ Z# U' d  JfVal3=1.0000
) H. Y) Y6 V9 f# }* K* P6 {* muID3=94881
+ ?( u- w+ \' @# nfVal2=0.2000
$ k( Q/ N& b4 v" n) x( b8 ~& HuID2=4665320 w2 D0 ]; W; B
fVal1=0.95005 r* j: O' q6 @. |
uID1=554685
' w' q+ K7 h2 [4 B, G# \4 W, zfVal0=0.9000
6 t; m7 J  D" r% {  w& w. _. _# zuID0=1007612( [3 D. W+ N4 B* V; A
[Clouds]. x6 g/ y/ e0 I# B$ w: ]
fCloudLevel2Distance=262144.0000
$ x9 S% _4 \# ^+ B7 Y+ V* n; j6 afCloudLevel1Distance=32768.0000: K+ f7 P) j8 X2 t! U! C
fCloudLevel0Distance=16384.0000' R: F7 u6 V4 r
fCloudNea**deDistance=9000.0000+ U4 |/ ~3 @6 E  A' Y$ h" u
[TerrainManager]
- }) ^( D# e- g. i4 I! K" KfTreeLoadDistance=40000.0000& w; U) I; I6 h7 I. J3 j  g
fBlockMaximumDistance=150000.00003 g6 \8 Q" P) I7 u
fBlockLevel1Distance=40000.0000" @/ K0 q% T1 i* J
fBlockLevel0Distance=25000.0000
. H& M5 x9 ?& AfSplitDistanceMult=1.10009 H8 P/ ?+ }; `- x: o
bShowLODInEditor=04 n; [/ W/ U1 I0 t
[NavMesh]
6 ?. @& N. z) A9 T5 C  N/ IfObstacleAlpha=0.5000
- h2 J4 Q. c7 }6 m9 f: C$ t% GfCoverSideHighAlpha=0.8000
- {3 d- e/ O& Q0 E/ M4 o$ ?7 MfCoverSideLowAlpha=0.6500* _0 S3 ^, `" K2 D
fEdgeFullAlpha=1.0000
; Z/ Q; E( Y9 l0 {; QfEdgeHighAlpha=0.7500- l6 c  `5 n# l- C4 o+ n5 [9 h
fEdgeLowAlpha=0.50003 l* M# L2 o* s. Q: C- Z
f**FullAlpha=0.7000
0 g- B/ |' W& v9 }( cf**HighAlpha=0.3500( P, ]' R& @, i3 j* o
f**LowAlpha=0.20009 A/ u8 R3 a% _' Y1 K
fLedgeBoxHalfHeight=25.0000- p( l6 t; K5 P& y
fEdgeDistFromVert=10.00007 v7 x4 `8 v( g
fEdgeThickness=10.0000
# {7 R0 V4 l9 NfPointSize=2.5000
% Q: g5 C/ g  z' k[Trees]. k, Z7 l5 G+ K3 e) {" `% H; t
bRenderSkinnedTrees=1
$ h# {7 z( ]4 CuiMaxSkinnedTreesToRender=200 g# y  x  X. n; v( U! V5 S! X
[Decals]" g% O' L% {1 R7 e7 v8 ]
uMaxDecals=250
9 ?2 X& ~6 j/ r% `5 J  mbDecals=1
5 }4 U6 C. x8 y( e5 U+ s1 QbSkinnedDecals=1
! J  O# \1 g5 luMaxSkinDecals=50
; I& }$ W+ ^0 B$ o, ~7 ^uMaxSkinDecalsPerActor=40
/ v) j6 s. v1 ]! ^! P1 U[LOD]% v2 d3 v  K' i
fLODFadeOutMultObjects=4.9998
: Z* b( t# m% A" KfLODFadeOutMultItems=2.9600, C; @& s1 T! j9 s
fLODFadeOutMultActors=5.90005 z* z+ c* Q6 W: g
fLODFadeOutMultSkyCell=1.0000! f6 B) P7 A8 l6 u) g6 N
[Launcher]
. j8 }) }/ t, P) LbEnableFileSelection=1. c3 Q5 t& E1 d% O3 I7 }, R9 P
bShowAllResoluti**=0, ~) g& F1 t. h. J* e2 [7 Q3 u& {
uLastAspectRatio=1) B' ^/ z: u7 H$ O, z8 ?( {$ |
[BlurShaderHDR]
2 l3 i: @; W) a  g5 v7 L# i4 GbDoHighDynamicRange=1+ ^( Y+ A" N3 d
[BlurShader]
' `0 [3 P7 r  _bUseBlurShader=0
! b3 ^, \) r( ^1 ?[Water]
- r9 p" w; o. H) g7 ziWaterReflectHeight=512+ I: L! Q; y9 K7 O4 [$ \$ z; K
iWaterReflectWidth=512! R6 C! w1 G) u( ^* ~  X: |' ^8 q
bUseWaterDisplacements=13 F0 |  L. Z: C5 H- R" L  o
bUseWaterRefracti**=1+ S! n7 i/ q( y3 q2 s0 o: A  x3 t3 Y
bUseWaterReflecti**=14 ]* [! h* T3 j. p! _2 n( h
bUseWaterDepth=1
  c- x: ?- T4 o7 e& c1 M
7 s0 j$ ]% ?0 t4 f3 I8 ]# a% p# N% c, G9 T) H1 ?9 O/ d
下面就是ENBSERIES.INI部分修改了 (游戏主目录下)
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: r9 h' g* x5 E7 d  S// Enb Documentation Here: http://enbdev.com/doc_skyrim_en.htm
7 G7 Q* ~* ~4 T  o0 h4 q& g/ P3 F4 A6 L' ?9 f; e  g: s& L
// Additi** and Tweaking by HD6 (HeliosDoubleSix) v11.30 c1 [; G# M  ~3 R
// MOD by HD6: http://www.skyrimnexus.com/downloads/file.php?id=4142
8 `: I. |$ q. i% M% t9 l4 k( l// MOD by ENB: http://www.skyrimnexus.com/downloads/file.php?id=2971, P  Y1 Q9 L5 j3 ^
8 g" ]- G" m8 Q- G4 O! `
// Last Updated fourth edition by yuyi0522: http://bbs.3dmgame.com/thread-2978120-1-1.html0 w* p% F2 O9 u; F6 w' j' F
// Please respect and support the the ENB original author,thanks HD6
2 Y1 ?* O( `* V# v, E2 \( a+ s+ ^# e
2 H9 R/ H3 j6 `6 t[PROXY] //代理
0 j7 ~/ F4 M% n" dEnableProxyLibrary=false //同时启用外挂dll脚本
% h- }; \0 q: k. c/ m$ |InitProxyFuncti**=true //外挂脚本状态1 l" o9 Y8 e8 q( z9 }! o+ h9 _
ProxyLibrary=other_d3d9.dll //可加载的**x.dll脚本名称
" k1 `. a8 S# k; h7 i
7 c# |1 q9 w; l! E; i* ?- c[GLOBAL] //整体
# {2 D8 H. Y) p6 p. O3 TAdditionalConfig File=enbseries2.ini //外挂ini
1 B+ H' P* o) m" _5 p* uUseEffect=true //ENB在游戏开启时启动, l4 l9 C5 t0 b9 Y5 w
CyclicConfigReading=true //读取Cyclic设置文件
( z* }' E' F) i& O0 V- v$ x/ \* ZForceNVidiaCard=false //NVidia加速# J- |1 q* r3 m. J: |: j: p
ForceNVidiaCaps=false //NVidia加速! C( x( ^- h( c1 c* c7 s. L
AdditionalConfigFile=enbseries2.ini/ _* u5 z4 c6 |
  S% v9 z% ]; g6 U7 r! g- E2 d
[FIX]+ U9 X- o6 ?( \+ J
ForceSingleCoreCPU=false
) S3 v6 z+ a+ W4 n' H% d, [0 @IgnoreThreadManagement=false
# I  @' b* s& |. ?9 O& B6 UIgnoreThreadPriority=false
+ e& M! f6 Y; I7 [9 j  f" J  {AntiBSOD=true4 B" z1 c/ L5 g1 P2 X

; o; E: d, o* S6 _[GAME]
5 o: ]+ o- [1 i' t- Y& Q4 Q* w4 C0 TSpeedHack=true
* v* U& [1 l- A7 H/ n2 cShadowQualityFix=false* g8 Z5 L8 k' x4 f* t4 c9 O
ShadowObjectsFix=false
1 ~1 p- y  [+ g4 w5 B6 t0 Q3 v! n% e! q1 R; }7 y/ y
[MULTIHEAD]0 K( \8 F  Z( F) A' z0 m
ForceVideoAdapterIndex=false
4 ?1 ~5 R+ l. A4 N3 jVideoAdapterIndex=07 q& H/ l5 S; ?( r
; W2 ~+ f' S" Q+ P
[LIMITER]
  @& l& }) H+ K  WWaitBusyRenderer=false
% O3 x2 t, G: v7 R4 uEnableFPSLimit=false* J8 t9 f( D; u  S; j2 y' ~8 o8 H
FPSLimit=30.0) _' g; I1 Z: @+ v5 C; {

! P7 S. g7 P8 c1 n' \9 d7 K- _( n[INPUT]
1 ?/ j% j2 T! Q2 D2 [# ?- `//back2 e" d/ ]2 h; D5 o+ w$ p! E
KeyReadConfig=8' \6 `3 Y$ p8 O  e. f0 t
# c# h+ E7 Q! e8 J7 _& j
//shift
7 q6 ?+ ~' P$ A+ E9 OKeyCombination=16' k6 m0 w  X1 i; N
  y: ~* b. i; D; p/ l2 g
//f124 O: f! e7 t! l0 ^- ~
KeyUseEffect=123
7 V; ]" l+ Y2 r2 K/ P+ O
  C4 F& g  \: }# h4 @//home
1 o1 T) j1 R+ wKeyFPSLimit=36
# a, v8 X, j4 l7 v$ E+ y1 \
. ?9 B  d5 P# w9 f! s. l* t//num *. J5 \; ^# R0 Y% c6 Y$ `% e
KeyShowFPS=1063 P9 K- }% i* A: c
! t8 _* P# x1 y$ j" b* R1 P( y
//insert: 45
) V8 I& ]. d8 K: G7 ?; I//print screen: 44& O$ m8 D( ^9 U5 `1 K4 }$ |7 @$ m
KeyScreenshot=45
( z' b2 d1 P! u8 s+ s- r! j; v9 A% G1 m1 Z3 G
// Above 8 may only make minor if any difference, but may not have fps hit?,1 G: k9 O; x  V/ M$ v& d
// I have to set it in skyrimprefs.ini otherwise textures are mushy and blurry such as on slopes/tight angles to your view. X+ G" d  P% V2 o* C9 g( u
// I hear forcing this on causes issues on some cards or something, not sure what to do really,( s6 ]! q2 T7 C, z0 W' ^8 `
// Anistrophy is REALLY important to get right or you just have smudgey textures especially on the ground.5 v4 |  k0 X  H' s, e3 J2 t
// Odd for me this really only affects the transparent edges of grass / trees, improving those.
+ b4 U; z6 s# e// Boris: Recommended to force anisotropy by ForceAnisotropicFiltering parameter instead of forcing it in video drivers
4 w6 G$ Z7 K( H0 w/ w6 q8 r5 D// because some effects require non filtered textures to perform without bugs or performance will be too slow for effects like SSAO or parallax.& n2 ^, X2 t) a3 d. g9 F2 t4 v+ e
// In all other cases anisotropic filtering is almost free by fps.
' |8 v9 [% z: a5 q5 }0 M2 W[ENGINE] 引擎) q+ Z; E: `9 ?; |2 H
ForceAnisotropicFiltering=false 强制各相异性过滤
/ h( \6 n0 }9 C; {* SMaxAnisotropy=16 过滤倍数 [16最高,8中,4低,2最低]# e7 M3 y2 g, F# @" e
SkipShaderOptimization=false 过滤优化. d+ B  q. B8 a' _0 L9 S/ w

' i6 ^+ z- s; N) N0 ?3 x// better to set false in most cases (turn on if mod looks buggy for specific driver version)
- N; _) s, [$ V9 P" mSkipShaderOptimization=false
1 J- U  h  s8 |. n% v6 S2 D) w
% q/ c1 Y  Y1 W0 Y1 {% x8 v$ `[INPUT] 按键
: g; k/ c3 N7 V6 tKeyUseEffect=123 特效的按键设定+ A" h% Q+ r0 s* g
KeyCombination=16 组合按键设定, j6 m3 S+ g% |+ W
3 e& z: I% i( D4 J/ {- U6 @
[EFFECT] 效果
  s6 M. g5 A5 HUseOriginalPostProcessing=false 原版画面处理
) ~5 F7 d/ N$ |" N2 c) wUseOriginalObjectsProcessing=false 0 R, G/ o4 r" m9 E, M
EnableAmbientOcclusion=true 环境光遮蔽特效
# {* a' z& n4 |2 L8 ~2 |( S) e. j// Disabling bloom will sink scene into darkness, you need to compensate with EAdaptationMin/Max in enbseries
1 q/ @: B: A$ }, K// or by commenting out (disabling) '#define USEBLOOM' in enbeffect.fx8 p1 R- f. G; C# a3 `: M  d
EnableBloom=true BLOOM特效开启% z( |) T, m+ _7 _
EnableAdaptation=true
* @/ p& p+ ?1 Q  e8 d
! D+ w" `1 w% ^8 w) U// Disabling AO (enabling takes a huge hit on speed and will add flickerign to trees at low quality, but greatly improves skin and shadowing in game)+ x2 w& D% Y( M9 v2 D& z& A
// Note if you reduce the AO Ammount or disable SSAO your scene will lighten up
/ `: q& n# u$ W7 j0 e# v// I compensate the darkening effect of AO by raising the Ambient Lighting, so if you disable SSAO put AmbientLightingCurveDay back to 1.0.
5 `1 a& \6 J4 X/ \EnableAmbientOcclusion=false1 C% |3 s1 N+ ^' Y5 ?$ D  d5 ^

. M5 v* M  `0 y- O4 L3 j, G, I// Do not use, not implimented yet
. x- |' y0 \* {8 KEnableDepthOfField=false
; {. [5 w# K- H7 W1 w* D& _& }. p( {8 D2 l$ F* l
// This affects entire scene brightness and is what makes everything look 'good'7 Z, Z0 J0 Q8 a) g
// It also normally brings out the blue/green to much but I wrote a 'fix' for it in the enbeffect.fx that desaturates while keeping the luminance intact.8 j6 `' {! ?3 V$ V# J- O6 l
// Quality: higher numbers = lower quality
# y( c% ]/ O; a/ k3 y5 I3 P[BLOOM] 静态特效# Y, d, q8 y: k: d* N
Quality=1 质量 [-1最高,0高,1中高,2低]
$ w3 u: C  r2 _/ U( g// Some areas in Markarth especially; really blow out to white+ e( u. @  O" X' S3 ?5 y* w
// increasing bloom helps 'fix' these blown out parts by mushing them across the screen. At the cost of increasing haziness.- d* L$ z8 `4 |) Q0 M
AmountDay=1.5! {8 b, I: J5 [$ n% t  Q
// Decreased bloom at night to 1 now as it was looking hazy and fuzzy/muddy, correspdondingly EAdaptationMinV2 was lowered to compensate4 ^8 g3 e  b8 }5 K
AmountNight=1.0" F7 j" @0 |! v0 w- w5 u+ Z& F" m

- @" w0 `; N. N  t// 256, 5120 l# o- d  M/ W
// Makes dark areas bluer. Simulates the human eye. Higher is bluer.6 T0 B, E. {" `9 @- I3 r& X" t& y( r4 \
BlueShif**ountDay=1.0
* U/ r- w) y# gBlueShif**ountNight=1.0  L) E3 G. A  j, o, E2 o  e2 h) ?

/ g% R1 f8 R' |, s// 5, 3, 1, 1$ d9 J2 O4 _8 {
// 3, 2, 2, 1
9 Q/ [2 E; _- u+ {, Q  g8 y// nn: 4, 4, 3, 3
1 |# t! @3 H" [8 Y3 J// Intensity is how bright and strong the bloom is, higher = brighter
2 [% f; d. i2 \. p7 B0 [# y- ^9 M// Power is how strong the oringal light source has to be to trigger a bloom effect, lower = more thing bloom; more
# C+ t4 Q* q+ [[CAMERAFX]- V3 J1 U( k% X. ]* v
LenzReflectionIntensityDay=1.4
) K+ F3 k4 @2 i1 h0 ]" W( BLenzReflectionIntensityNight=1.48 r/ p% }2 E8 L5 o
LenzReflectionPowerDay=2.0' T  ^5 s3 S% z. y; ~& p% k( P
LenzReflectionPowerNight=2.0
/ r: L/ a- @7 H' B8 `// Mostly fixed now - Setting PowerNight any lower results in snow triggering lensbloom causing weird blue saturated patches,1 w4 B3 {+ x9 r
// this is only due to my alterati** in Enbeffect.fx.. so probably a mistake somewhere I did :-D for now I have just increased this from 1.0
) w+ B( i' v% T1 j$ S. M2 z3 W// even at 1 this will trigger in ice caves which are really bright0 U2 F; L- {5 h1 I% T# t
3 b4 _' i" s! V% {7 y

4 G6 a' c5 {! p$ [: e5 G// Trees still flicker especially in distance when lower LOD
: L7 @2 a8 ]9 Z' o2 j// Increasing AOAmmount too much makes everything look kinda dirty, during night things will get too black and contrasty also
% Q* \8 y: v9 L8 u  L. `// ILAmount is a weird thing, not sure what it technically does :-D if you see things in the distance get eerily light and flickery then this is the culprit
& o3 @; k# X: w3 X1 e: I5 V5 I5 H// Get big smudgey shadows around distant enemies, shows up say on trolls at night in the snow best, looking down on them, \0 X/ u! F" Z  e: l6 n) Y
// Shrinking Sampling range reduces/tightens this smudgyness# L% m6 l+ _" |6 W; E! g* n9 P% f1 r
// Also screen resolution has a big impact when combined with SSAO
% e6 f8 b, x/ u* `1 T- B// Someplaces are drammatically slowed down by SSAO dropping by 20fps for example  g. ~" N1 P# I4 ~% C
// Note SSAO has nasty effect on plants and shrubs, trees etc giving them a dark flicker or halo around them so dont over do it, use it subtly$ k0 I* C8 k% O* C- S
// And right now if you have SSAO on at all it will screw up water ** it look see thru
2 C. f: _0 _- Q// If you alter 'UseIndirectLighting' you must restart game to see changes  _: o/ C0 Q$ Y! Z( x) l3 p
// ENB Help Here:  http://enbdev.com/doc_skyrim_ssao_ssil_en.htm) j; K0 I8 E& g$ _9 |# h
[SSAO_SSIL]' G" V$ O' Y  U) {: X- j' k
// 1, 0.4, 7, 7% i+ m& R/ f" q5 ]0 X
UseIndirectLighting=false
  l2 v3 }3 x. ~- H# _! z  e// Quality: lower is better, can even go -1 if you are brave( {/ ?( D7 s' |" Y0 x% L3 ~8 A
SamplingQuality=1
- w1 C) i# T/ ]# ]1 [/ _: w' ]// Range: lower values will tighten up the shadows, higher shadows will affect greater distances, so balance is needed to get best of both/ w  q; ^2 F0 k
SamplingRange=0.69 f$ s, M0 T: u  E) A/ b* X( |
FadeFogRangeDay=7.0
# _" H' V& s; S' T4 e$ \2 L- ~" zFadeFogRangeNight=7.0
) `% r9 F( F: I/ _/ f0 `6 }& H1 @, s" p( {2 r( I* N. I
// Increase these for better quality at expense of some FPS, may flicker less at higher values but with big performance hit/ U; c- D/ W  O
// 0.35, 0.35 - LOW - will flicker more on trees
, Z' H# o# f2 ^// 1.0, 1.0 - Higher - about 3-4 fps slower (typically) than LOW for me
3 B% c) p  q# }+ H' Q+ w// Not much point in going above 1.0
. F1 h; @  c4 _' b" kSizeScale=0.4; p: p/ `+ S% I) z" f+ ]9 v7 u
SourceTexturesScale=0.4
. Y# z$ g/ M1 p9 e: ^5 o% x$ s) w- j  ]9 N
// 2, 0.8, 0.5, true5 t' x' Z2 U: l- J  ^1 A3 g
// FilterQ lower is better, tighter
- ]5 ^5 E) I' D( m' gFilterQuality=1$ C8 Y9 K2 L) K" w
! f$ @# b' D+ ?! I+ L8 ?5 A  z7 {
// The AO strength, high numbers = darker shadowy areas.
. V' |' E# F6 ], o, A; A8 q// v11 = 0.8, dropped to 0.5 due to it looking muddy and bleurgh" i& M* R  D5 k
AOAmount=0.5
$ z) f$ }6 N' v9 x9 S2 \) Y; e) p$ T: Q2 n1 ~& t0 k
// UseIndirectLighting: Can be quite a speed hit, lightens areas, bit like bounced light, not sure what it technically does* `' m# [. q; b+ ]
// If you alter 'UseIndirectLighting' you must restart game to see changes3 N' E" a+ I% ?- X) B
// ILAmmount (when UseIndirectLighting is true) will brighten areas that are being darkened by AMAmount, so you can balance the two values together to prevent the AO being too dark
5 w9 f9 a, \1 P: @$ lILAmount=0.5
  D" v, W+ x/ d4 x* H
& w0 Q4 I4 b" u1 s// Alters what time and places are c**idered to be day or night and the transition between them5 h4 e) N6 P" k/ R: p3 R& e6 W6 I0 s
// 0.7, 0.15, 1.04 H5 x" @) D- H8 ?( Z
[NIGHTDAY]
0 [5 ]9 t4 N5 n; ?DetectorDefaultDay=true
5 @+ A# A& F1 ]0 G" [1 JDetectorLevelDay=0.7
& F" A& n% w3 f9 J: ]5 `DetectorLevelNight=0.351 a9 k- j* n6 D7 o! s- j$ m
DetectorLevelCurve=1.0# v' z( A" R. E3 z

! p. Z8 A$ [8 ], L& W& p, k// 0.2, 0.4, 0.1, 0.6
7 C/ J, G1 [1 t9 ?3 U. r6 g// Adaptation is entirely ignored with my enbeffect.fx file
# n- w: V* J& k& M: M5 n// Adaptation also set with EAdaptationMin/Max in enbseries
; M( n+ x: c7 A% {, H4 b1 [[ADAPTATION]
; T" b: {' b3 z: u2 u/ MForceMinMaxValues=false. Q0 n1 V7 b$ E9 u! G) ^* R* Q
Adaptati**ensitivity=0.23 z0 x& }- F( V: Z) z
AdaptationTime=0.43 ^1 K. p- X; b# y" U
AdaptationMin=0.1
% l  V* i) t2 ]& o" i  W# I& n" Q+ fAdaptationMax=0.6
( |6 l6 \! S4 V' o* ^: [0 ?4 [( `! O& r
// 1.2, 0.8, 1, 1, 0, 0
- F) Z6 _9 F; R9 P! Q[ENVIRONMENT]
& q7 l; m" g4 ~* B) O// Sunlight during day cast onto scene# b( i6 s9 G3 k
DirectLightingIntensityDay=1.0# B4 g: \4 E0 f/ c( f+ E& T& l) b
// Moonlight cast at night, thus creating shadows where it is not cast, most dark night mods just reduce or remove this, but then it looks flat and boring
9 l; a1 A1 T  Y2 }( a* mDirectLightingIntensityNight=1.0: N) @2 ^" }& r- x3 c$ O6 p. S

, C* M/ _' r- R. @& \  FDirectLightingCurveDay=1.0
5 l/ l" Z& o$ T: t5 ?# g, P# LDirectLightingCurveNight=1.0  u4 u! m$ M: {  y  L5 G# v7 y; n
DirectLightingDesaturationDay=0.0
- [0 F7 w+ u: W. J1 U: m0 x, D3 _# [- J8 U2 Q* B
// Desaturating at Night just de-blues everything but then in fact looks more colorful, no real way to desaturate the nights over all8 X& ~# e4 M8 ^$ c( b. L' u
// I desaturate more to correct for the increased Satruation I give during the evenings/day due to EColorSaturationV2 in enbeffect.fx
2 \3 a- `5 k2 t7 \$ E  f// More desaturation at night is done in the enbeffect.fx
0 z( g9 e3 M. t& Q4 t: UDirectLightingDesaturationNight=0.0
+ A2 {( w& N" D4 a1 s3 O6 q7 q: Y& X- U
// Reduce SpecularAmountMultiplierDay/Night to 1.0 if its too shiny for you' g7 q  P4 U; t; e; y9 w$ X
SpecularAmountMultiplierDay=1.66 X4 I: g, L! _
SpecularAmountMultiplierNight=1.4
! K1 u. s" E* a( X/ r5 Z' uSpecularPowerMultiplierDay=1.2% ^0 D# `' ~; i0 A$ O. d
SpecularPowerMultiplierNight=1.2" ?8 v/ k) B, b* M

/ K" u5 g* v! B: N- y// Leave at 0  ?/ i3 K( e$ H7 z$ w7 @* M
SpecularFromLightDay=0.0+ [5 B, X7 J/ d  X: n
SpecularFromLightNight=0.0' \( N3 V2 U8 Q/ U

5 y0 j$ |. Z) {" s# R//1.3, 1.8, 1.0, 1, 0, 0.8
/ n0 Q' i0 v) W) Z5 t// 1.0, 1.3, 0.2, 1, 0, 0.5
' O0 ?/ d) x' r7 E1 Y; Y8 W# hAmbientLightingIntensityDay=1.1& C5 a& h/ u5 E8 _2 q
AmbientLightingIntensityNight=1.0
+ Z) c# q; Z( f! e' b& ]3 b8 NAmbientLightingCurveDay=0.35 W) x3 \* O: t. ]) b) E
// if you decrease ambient curve at night snow is bright up close and rappidly dark further away, its like a contrast increase, looks bad!  D) }5 L8 }$ \5 w  l" _
// If you increase curve past 1 you get little superbright specs of light, dots flickering: \6 t8 N5 Y& c7 X, t
AmbientLightingCurveNight=0.8
0 ]9 @9 M, l/ G7 sAmbientLightingDesaturationDay=0.0
' y6 P8 c! g, _, B$ y2 t1 D// More desaturation at night is done in the enbeffect.fx/ K) T; G6 X  F( |9 R* d
AmbientLightingDesaturationNight=0.0
8 f+ o! _% T  K: k! F6 u$ y# W/ D
( t9 d  r- E( V( _// some caves lights are treated as Day, so they may always be bright >_<( b" E7 c( s$ i, u9 M2 B0 v4 x
PointLightingIntensityDay=0.6
9 e7 ?3 L- {; I$ M' l* z9 BPointLightingIntensityNight=0.65 K$ m# l3 u, i2 v) i% e; q
PointLightingCurveDay=1.5/ d; A+ P8 }; Q/ i
PointLightingCurveNight=1.5
/ R( e& H4 Z3 ?, U- {& c4 ]PointLightingDesaturationDay=0.09 h. X: E; r% k- H6 _% C6 s& \6 @+ y
PointLightingDesaturationNight=0.0
, U- y0 p$ L8 D9 X4 l& o) D, B; G, k: Z2 y' v- ?. f8 l! W; N
// ** fog black here at night is a good way to darken nights, but can or at least did have many sideffects then, so I leave fog alone" r8 y. e; J  x. }
// 0.8, 1.2, 1.2, 1.0
3 T7 m$ s, _5 P( \4 P; IFogColorMultiplierDay=0.9
) x! q8 @. X6 A# c$ Y& BFogColorMultiplierNight=0.8
5 _% G9 w) L, }. u3 e. G- CFogColorCurveDay=1.05 [% q- F5 ^0 a! s/ K8 D' ^* X
FogColorCurveNight=1.1$ g. _! B5 \; t6 I+ [: A2 r: l1 \: A

" ^0 H7 z, r; Q# [% z& t! t" l! h3 L//Going above 1.0 will causes for example Lydias hair to get increasingly blonde/grey
5 r1 A" \/ G  J6 X/ g8 {) S9 X; a% S$ QColorPowDay=1.0
5 |& V: s( f4 S/ ^: j$ K, {0 _
6 O: |# _2 `# F: c, A1 B7 p// Decreases Contrast at night be setting colorpow to 0, cannot go below 0
' M) m6 A" r* K6 FColorPowNight=0.0; a/ M) }( y! l  i& h

( v& g- Y4 U3 e// Need to use ENB Sky so I can blow out the sky to bright values in order for the sky and only sky to glow/bloom, otherwise sky is basically same brightness as ground, which would make groundglow then too0 u2 g$ W+ \+ g5 e- R/ H, r; u4 H; I
[SKY]# t0 m) h; J) M! o2 K3 m
Enable=true3 G7 G/ X' Z( z$ w, ]
// 1.5 :: 1.0
7 X8 @+ y4 V/ KStarsIntensity=1.5$ }: k2 @& a4 Z% ~( W6 d0 v
StarsCurve=0.9
6 D! J! b8 l) q2 D! U: A" b" [8 F
// You may want to brighten the Aurora and other sky elements if you also darken the nights further using colortweaks in enbeffect for example5 a) n8 Z) ^. G5 V' `
// 1.0 :: 0.89 c4 E" z9 ?* \% e% q/ f
AuroraBorealisIntensity=1.5
: ?/ ~( w8 \4 F+ d$ LAuroraBorealisCurve=1.4
% w. C  L( n9 d4 ]
. p  k. K. ~& z& Q: P// 1.1, 1.3, 1.25, 1.25, 0, 0
) N* f8 i/ _( x# u8 y& dCloudsIntensityDay=1.2; a$ R: N$ p+ v& ?
CloudsIntensityNight=1.1
4 C: \5 s$ q. j  D- |9 w% w1 \8 ?; V
* ~; K5 k1 l( ^  ^CloudsCurveDay=1.4
/ `: s2 X7 Z9 ~% g6 A, s! Q, j! C2 p* zCloudsCurveNight=1.4
9 u/ W0 a- W3 K7 RCloudsDesaturationDay=0.0
- A: c! A$ e* o4 |CloudsDesaturationNight=0.0
- G, `5 R# G6 Z0 ~% _5 V. M* y* O3 E0 ?% W
// 1.6, 0.15, 1.1: H5 S" M3 a. g) o- u3 J
//1.2' o: d, x- w# D
// v11.2: 1.5, 0.4! E1 r' `. w; N
GradientIntensity=1.79 p1 Y5 B. |. C$ b( j* S, |$ j
// 0.55 makes for good blue sky, not too cyan/saturated, but wreckes the pink/red sunrises, also bright blue sky wont match fog color on mountains if its super saturated
% q, y0 v, Q+ B: zGradientDesaturation=0.3
! H! ^/ S; N, u: v( t# z- \* J" k' p/ `' N/ H; g' T9 m( }; ^4 j
// 3.2, 2.5, 1.03 _; a$ F) G/ C% G+ o. b: J% k
// Now Fixed - I had problem of top of sky going greeny cyan, so setting curve to 1.8 makes it deep blue instead, no perfect but better than cyan
' x; j/ @: M+ d$ K: H2 ~GradientTopIntensityDay=1.0
  d8 t1 @9 `5 S4 ]7 `0 C2 z) SGradientTopIntensityNight=0.71 r7 `: L5 o) t4 W
GradientTopCurveDay=1.2
3 R& v$ d) k4 o* @0 d- a: ?GradientTopCurveNight=0.8
) q5 D; H6 Q3 E  `+ B1 D: }$ V
  ]0 f: d; n& {! _) B// 1, 1, 1, 1
6 f+ k7 N. d. ~% z6 j+ z/ O// v11.2 - 1, 0.4, 1.3, 0.4 - horizon at night too bright sop darkened for 11.3
: `' h/ X( ]/ B  C( n% SGradientMiddleIntensityDay=1.0
! {6 b' ~# T+ R8 t& M+ tGradientMiddleIntensityNight=0.6
, p$ U7 b) P2 o+ P// Setting curve above 1 results in awfulness at some times of day
4 i* o! p, S( Y3 g7 {GradientMiddleCurveDay=1.71 N+ U  R6 ]# v* ~
GradientMiddleCurveNight=0.9
1 z- }- L4 C6 c! x3 R$ ^
0 Q4 c) o$ x& e! H1 `) [+ k// 1.8, 1, 1, 1$ e  y2 {. ]: b2 I
// v11.2 - 1.1, 0.6, 1, 0.8 - horizon at night too bright sop darkened for 11.38 J  r. c1 s5 T. U0 r
GradientHorizonIntensityDay=1.2* L5 J$ m# P5 g* l
GradientHorizonIntensityNight=0.66 ]  p% _* M) |: T" t; K
GradientHorizonCurveDay=1.7/ V, a8 i8 l# f: i" w9 I7 ~
GradientHorizonCurveNight=1.1
0 S: j. _& w) |5 r3 m. D- G
% [9 o9 L% O, Q8 U3 B* a7 u- H// Sun here is rather large, its not the center of the sun; more the big glow around it in sky in distance) T  Q+ |; R9 Z6 ~( {) j6 _. [
// Oh I have a sun lens flare mod, maybe that doesnt help* z* u  p- M/ n8 R4 X5 G0 h
SunIntensity=0.6
0 Z8 d5 d% |7 o$ |2 sSunDesaturation=0.0
7 m* Z2 m3 A2 i4 h: j; _
. o; m+ v9 p, \$ [4 i// Setting this higher results in pixely noise and visble border of sunflare
) ^3 Q4 V! o5 [' {6 D// Oh I have a sun lens flare mod, maybe that doesnt help
+ `3 X6 A- Y) `5 P7 R// Cannot get sun to bright enough in center5 i* Y* w4 F6 G* Q  R- f
SunCoronaIntensity=3.0
4 h4 p) X4 V0 w; x, W. B* ?* FSunCoronaCurve=1.0! z8 R) d7 a+ I' {# t& D5 s
SunCoronaDesaturation=0.0
' q9 X: \. v6 R4 W/ |- M6 r! R( S* y4 G# l3 K2 F7 ]$ D2 K( {2 z
// 1.0 :: 0.86 m( M- k( S7 a9 Y8 p
MoonIntensity=1.8, c2 \2 R& j% ~  A+ c) C' o4 e
MoonCurve=1.4- Q1 N  x, h- I# T0 ?8 ?7 T
MoonDesaturation=0.05 O. B" p! @  ~
# Y( A$ O4 U4 e
// Makes Frosttrolls, ice, trees and such glow at night when set too high :-)
5 d3 G5 d. Q# L$ L* K// Also on skin I get a pixely aliased countour on faces sometimes which high SS makes even worse (exist in vanilla game too so bug in skyrim)
- `/ S& ]8 U' ~) j# {/ M) Y# |// 0.4, 0.3, 1, 1
% l- x! Z' k5 I1 o% @+ L, V1 ?, S2 Z// 0.9, 0.9, 0.4, 0.47 m+ `) ]  K; O+ G. D3 N
[OBJECT]
6 ?1 \8 @2 n- T, d. g+ _* p' }SubSu**ceScatteringMultiplierDay=0.9
0 v( f2 ?; f8 \, X6 A1 ^. }/ sSubSu**ceScatteringMultiplierNight=0.9
% b  L" g" z8 O8 e, t# ~0 G
" u, q  F( b, G& M// Setting this higher makes people go redder, lower = whiter and brighter
" e+ ~1 J$ R8 X) f+ q3 `% ?# eSubSu**ceScatteringPowerDay=0.6* A/ N9 }6 U. Q% s# a1 U3 U+ l; ~
SubSu**ceScatteringPowerNight=0.6
, B5 Z: t* f- v4 K# m0 n$ h4 m* H/ D- Z! N
[LIGHTSPRITE]
5 T' \( w. a+ B: oIntensityDay=0.8" k/ l+ X* s8 H: H. R; ^# Q
IntensityNight=0.8/ A  ]  Q) \. n# K# }+ o  {4 K
CurveDay=1.2
+ q, B" T9 m0 O: t7 B% Q( [+ p4 QCurveNight=1.2
  {# F) q" s1 j
  m( o- f, {* W9 |# P[WINDOWLIGHT]
- W5 b, t0 v1 S, }! ^: DIntensity=2.6
0 \4 K' {& O* ]/ x; ?: l" NCurve=1.2
. b( m: b, W4 O. C; c1 O5 X) z* C2 f
// Clouds on mountain tops and I think fog sprites in dunge**
! y( P5 p4 ^- K$ K6 M. _( j[VOLUMETRICFOG]1 d3 ]! o4 ]3 _
IntensityDay=1.05 I1 u$ d6 H* C7 ]1 y
IntensityNight=0.8
0 ?/ t6 X' ]- C- ?& v$ mCurveDay=0.9" Z: n6 V* E; b. [/ U
CurveNight=1.0
! q- O4 I2 D% ~! o7 {" z. h0 B! Z2 K' [9 ~% F3 K# V3 j/ J
// Increasing this still affects water foam amongst other things
8 {2 X' J; O, f// Affects draugr spirity/blue glowly bodies also, which is cool ;-)
$ E# B- e+ V# c  j# U[FIRE]( w- ?5 \+ j$ `
IntensityDay=1.4
  X' t$ v' g, M" B! m+ LIntensityNight=1.8
; x# `  M& {% w3 }) N+ Y+ [& gCurveDay=1.2
; ^7 K; b) N% N% x: }- G) NCurveNight=1.2; L7 `) a9 |  j, J
4 o. `! W. _. K; v- Y) X& Q$ j: F) N
// enables use of enbpallette.bmp if present3 m1 ]5 q1 u8 I/ B" T4 X
[COLORCORRECTION]: x6 e. x6 N* ?* V2 P8 W! C
UsePaletteTexture=true
& h& W$ I7 z2 g2 }3 n2 M
& y0 r8 o+ S. O/ R  ~$ \* |. G// Fixes shadows in places where it wasnt casting shadow properly before, has side effect that some places with very very small shadows will get ignored; but worth it
( F' Z! h( `5 L9 D5 f! r7 T[SHADOW]! E; [* S" K- D& c3 N$ d: N
ShadowObjectsFix=true
4 g% C+ l8 Q1 l6 K4 u" {+ N
& F) p  X% D3 w. G; \[DEPTHOFFIELD]
4 A+ E  u, E5 E9 `1 D  b: eFadeTime=0.1
2 \5 k$ Q' V+ F7 Z% p  O* h. T+ K3 B6 p" a4 `4 Q* y2 E
千万别运行skyrimlauncher.exe启动游戏(每次运行skyrimlauncher.exe这些设置需要重新再修改),通过skse_loader.exe启动游戏
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